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[RESOURCES] Community Stockpile
"Free to use resources for mappers and modders."

I thought it'd be nice to have a thread dedicated to sharing with the community. You're free to post any sort of resource ya want, textures, sprites, 8-bit, 32-bit, models, voxels, sounds, code, and whatever else are welcome here. I'm not big on rules, but some guidelines are nice:

You may package things into a zip, but posting the image(s) or a preview directly to the thread let's everyone get a good look at it

This thread is not a 'museum', when you post your work it's understood that other people are going to use it.

On the other side of the coin, it is very disrespectful to use anything posted here without giving credit.

It's also disrespectful to base your work off of someone else's work without giving them credit.

Posting other people's work is not acceptable, unless they've given express permission for anyone to use it/spread it as they please. In this case, you still need to provide credit.

-Art:

8-bit art should be in a lossless format, indexed to 256 colors in Duke 3D's palette. Preferably .PNG or .GIF.

32-bit art should in a lossless format, preferably .PNG.

Resources may be posted in a sprite sheet format. Sprite sheets can be split up with programs like Spricer.

imgur is a good image sharing service that won't convert images to a lossy format.

Poorly converted rips from other games aren't really welcome, but edits and well done conversions are fine.

NSFW material (that is acceptable under the Forum Guidelines) should be hidden in a spoiler and marked as such. Some people browse at work!

-Sounds/Music

Sounds should be posted in a compatible .WAV or .FLAC format if at all possible. .VOCs and .OGGs are acceptable, but it's silly to downgrade from .WAV/.FLAC if you have it.

Music should, of course, be posted in either .FLAC or .MID, or .OGG if that's all you have.

Damn, those building textures should've been in the original! Those are exactly the kind of city textures mappers could have used. Too bad there's no easy way to integrate new textures into Duke3D maps.

Damn, those building textures should've been in the original! Those are exactly the kind of city textures mappers could have used. Too bad there's no easy way to integrate new textures into Duke3D maps.

Well, nowadays you could just throw the map in its own directory with a .def file and use tilefromtexture to inject 8-bit tiles into the game. It's not as easy as bundling the actual texture data within the map file like with Quake, but it's not much work either.

Maybe what we need is per-map .def files that get parsed at map load time...

I don't think Mikko was saying that it's too hard to use custom textures. I think he was saying that it would have been nice to have these textures in the old days when the game was popular and people were making a lot of maps. No amount of .def file magic can allow us to go back in time.

No, I was referring to the hassle of having to include a separate file if you wish to use a few custom textures. There are lots of good custom art sets for Duke but hardly anyone uses them. Compare this to Quake (and its offshoots) or even Doom where custom art assets are used far more frequently.

Is this all about 8bit textures or is posting Hires-content also allowed?

C'mon man, you didn't even read the first post in this thread.

TX, on 14 February 2012 - 12:09 PM, said:

Maybe what we need is per-map .def files that get parsed at map load time...

That's a great idea!!!

Mikko_Sandt, on 14 February 2012 - 01:55 PM, said:

No, I was referring to the hassle of having to include a separate file if you wish to use a few custom textures. There are lots of good custom art sets for Duke but hardly anyone uses them. Compare this to Quake (and its offshoots) or even Doom where custom art assets are used far more frequently.

I actually got the idea from Doom, specifically the ZDoom forums where there is a whole forum dedicated to resources like this.

Overall, I think good new art (even if it's stuff you've seen in other maps/mods) can make a map so much better. Highwire's work and maps like Traffic Jam stick out in my mind because of their great art direction.

I actually got the idea from Doom, specifically the ZDoom forums where there is a whole forum dedicated to resources like this.

Overall, I think good new art (even if it's stuff you've seen in other maps/mods) can make a map so much better. Highwire's work and maps like Traffic Jam stick out in my mind because of their great art direction.

Yep, plus you can use DukeRes or other programs to make .art tiles.

b.t.w. so far I took all your stuff and put it in my .art files. Thanks.

Sounds fine to me, as long as whoever gets credit for it. I didn't even know that section was there, but that's great! Hopefully we can fill that up. Wish some other people had some stuff to contribute! But, I'll keep plugging away to get everybody started maybe.

Here's updated vials from the Duke It Out In DC addon. I tried to make as many color variants as I could, but it's easy to make more for the last two, but the amount of variants you could do are astronomical.(ZIP of separated sprites)
Credit: James Manning (Captain Awesome) & Sunstorm Interactive

Well, i guess ill put these up here. I already gave them to James, but every one is free to use them.
These are some of the ROTT voxels i made a while back converted to Duke 3d's palette. It contains a tnt box, pistol, mp40, food, stool, fence, and the triad flag. http://www.mediafire...d7rdp6z6x8pebdq

As for custom art related stuff, would like to see an easier way to change Duke 3D's palette as well as TX's .def file idea if that is at all possible.

This thread is brilliant, I'll likely use some of these in my upcoming project. Unfortunately I have nothing to contribute, but I may modify that freezer art as I think the indicator used to go blue... Oh, wait! I do have something, not sure I should hand it out as it's from what I am working on, but meh, it's not really my property I guess;

Space Suit overlay (The original was likely just half of this with a mirrored version on the other side of the screen - you can edit it yourself or ask me to do it for you if you want it like that. The dimensions are actually 321 x 201 to fix the 1px gap around it when used with rotatesprite.

Space Suit Glass, presumably you will use this with "rotatesprite" so remember to set the orientation so it has the correct transparency. This is based on the scuba gear glass from Blood.